コード例 #1
0
        public void AdditiveCall(SpriteBatch spriteBatch)
        {
            float  blurLength      = 100 * projectile.scale;
            float  blurWidth       = 5 * projectile.scale;
            float  flickerStrength = (((float)Math.Sin(Main.GlobalTime * 10) % 1) * 0.1f) + 1f;
            Effect blurEffect      = mod.GetEffect("Effects/BlurLine");

            IPrimitiveShape[] blurLines = new IPrimitiveShape[]
            {
                //Horizontal
                new SquarePrimitive()
                {
                    Position = projectile.Center - Main.screenPosition,
                    Height   = blurWidth * flickerStrength,
                    Length   = blurLength * flickerStrength,
                    Rotation = 0,
                    Color    = Color.White * flickerStrength * projectile.Opacity
                },

                //Vertical, lower length
                new SquarePrimitive()
                {
                    Position = projectile.Center - Main.screenPosition,
                    Height   = blurWidth * flickerStrength,
                    Length   = blurLength * flickerStrength * 0.5f,
                    Rotation = MathHelper.PiOver2,
                    Color    = Color.White * flickerStrength * projectile.Opacity
                },
            };

            PrimitiveRenderer.DrawPrimitiveShapeBatched(blurLines, blurEffect);
        }
コード例 #2
0
        public override bool PreDraw(SpriteBatch spriteBatch, Color lightColor)
        {
            if (projectile.timeLeft > 2)             //bandaid fix for flickering
            {
                return(false);
            }

            float  opacity = projectile.Opacity;
            float  xMod    = (1 + (Distance / 250) + (SwingRadians / GranitechSaberProjectile.SwingRadians));
            Effect effect  = mod.GetEffect("Effects/GSaber");

            effect.Parameters["baseTexture"].SetValue(mod.GetTexture("Textures/GeometricTexture_2"));
            effect.Parameters["baseColor"].SetValue(new Color(25, 132, 247).ToVector4());
            effect.Parameters["overlayTexture"].SetValue(mod.GetTexture("Textures/GeometricTexture_1"));
            effect.Parameters["overlayColor"].SetValue(new Color(99, 255, 229).ToVector4());

            effect.Parameters["xMod"].SetValue(1.5f * xMod);             //scale with the total length of the strip
            effect.Parameters["yMod"].SetValue(2.5f);

            float slashProgress = EaseFunction.EaseCircularInOut.Ease(Timer / SwingTime);

            effect.Parameters["timer"].SetValue(-Main.GlobalTime * 6);
            effect.Parameters["progress"].SetValue(slashProgress);

            Vector2 pos = BasePosition - Main.screenPosition;

            List <PrimitiveSlashArc> slashArcs = new List <PrimitiveSlashArc>();

            DrawAberration.DrawChromaticAberration(Vector2.UnitX, 4, delegate(Vector2 offset, Color colorMod)
            {
                PrimitiveSlashArc slash = new PrimitiveSlashArc
                {
                    BasePosition  = pos,
                    StartDistance = offset.X + Distance - projectile.Size.Length() / 2 * SwingDirection,
                    EndDistance   = offset.X + Distance + projectile.Size.Length() / 2 * SwingDirection,
                    AngleRange    = new Vector2(SwingRadians / 2 * SwingDirection, -SwingRadians / 2 * SwingDirection),
                    DirectionUnit = InitialVelocity,
                    Color         = colorMod * opacity * 0.5f,
                    SlashProgress = slashProgress
                };
                slashArcs.Add(slash);
            });
            PrimitiveRenderer.DrawPrimitiveShapeBatched(slashArcs.ToArray(), effect);

            Texture2D     tex           = Main.projectileTexture[projectile.type];
            SpriteEffects spriteEffects = projectile.spriteDirection == -1 ? SpriteEffects.FlipHorizontally : SpriteEffects.None;

            DrawAberration.DrawChromaticAberration(projectile.velocity, 3, delegate(Vector2 offset, Color colorMod)
            {
                spriteBatch.Draw(tex, projectile.Center + offset - Main.screenPosition, null, colorMod * opacity, projectile.rotation, tex.Size() / 2, projectile.scale, spriteEffects, 0);
            });

            return(false);
        }
コード例 #3
0
        public override bool PreDraw(SpriteBatch spriteBatch, Color lightColor)
        {
            spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, RasterizerState.CullNone, null, Main.GameViewMatrix.ZoomMatrix);

            Vector2 pos = Player.MountedCenter - Main.screenPosition;

            float progress = GetProgress();

            List <PrimitiveSlashArc> slashArcs = new List <PrimitiveSlashArc>();
            Effect effect = mod.GetEffect("Effects/NemesisBoonShader");

            effect.Parameters["white"].SetValue(Color.OrangeRed.ToVector4());
            effect.Parameters["opacity"].SetValue((float)Math.Sqrt(1 - progress));
            PrimitiveSlashArc slash = new PrimitiveSlashArc
            {
                BasePosition  = Player.Center - Main.screenPosition,
                StartDistance = (projectile.width * 0.3f) * projectile.scale,
                EndDistance   = (projectile.width * 0.85f) * (((projectile.scale - 1) * 0.5f) + 1),
                AngleRange    = new Vector2(SwingRadians / 2 * SwingDirection, -SwingRadians / 2 * SwingDirection),
                DirectionUnit = direction,
                Color         = Color.Red,
                SlashProgress = progress
            };

            slashArcs.Add(slash);
            PrimitiveRenderer.DrawPrimitiveShapeBatched(slashArcs.ToArray(), effect);

            spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, RasterizerState.CullNone, null, Main.GameViewMatrix.ZoomMatrix);

            Texture2D tex2 = Main.projectileTexture[projectile.type];
            Texture2D tex3 = ModContent.GetTexture(Texture + "_Glow");

            if (flip)
            {
                if (Empowered)
                {
                    spriteBatch.Draw(tex3, Player.Center - Main.screenPosition, null, Color.Red * (float)Math.Sqrt(1 - progress) * 0.3f, rotation + 2.355f, new Vector2(tex3.Width, tex3.Height), projectile.scale, SpriteEffects.FlipHorizontally, 0f);
                }
                spriteBatch.Draw(tex2, Player.Center - Main.screenPosition, null, lightColor * .5f, rotation + 2.355f, new Vector2(tex2.Width, tex2.Height), projectile.scale, SpriteEffects.FlipHorizontally, 0f);
            }
            else
            {
                if (Empowered)
                {
                    spriteBatch.Draw(tex3, Player.Center - Main.screenPosition, null, Color.Red * (float)Math.Sqrt(1 - progress) * 0.3f, rotation + 0.785f, new Vector2(0, tex3.Height), projectile.scale, SpriteEffects.None, 0f);
                }
                spriteBatch.Draw(tex2, Player.Center - Main.screenPosition, null, lightColor, rotation + 0.785f, new Vector2(0, tex2.Height), projectile.scale, SpriteEffects.None, 0f);
            }

            return(false);
        }
コード例 #4
0
        public override void CustomDraw(SpriteBatch spriteBatch)
        {
            //Draw a bloom underneath the circle
            Texture2D bloom      = SpiritMod.Instance.GetTexture("Effects/Masks/CircleGradient");
            Vector2   drawCenter = Position - Main.screenPosition;
            Vector2   bloomScale = new Vector2(Scale, Scale * (1 - _zRotation));

            bloomScale *= 2.5f;
            Rectangle destRect = new Rectangle((int)(drawCenter.X - (bloomScale.X / 2)), (int)(drawCenter.Y - (bloomScale.Y / 2)), (int)bloomScale.X, (int)bloomScale.Y);

            spriteBatch.Draw(bloom, destRect, Color.Lerp(Color, Color.White, 0.25f) * _opacity * 0.4f);

            //Draw the circle itself
            Effect effect = SpiritMod.Instance.GetEffect("Effects/MagicCircle");

            effect.Parameters["rotation"].SetValue(_rotation);
            Color additiveColor = Color;

            additiveColor.A = 0;
            effect.Parameters["uTexture"].SetValue(ParticleHandler.GetTexture(Type));

            List <SquarePrimitive> primList = new List <SquarePrimitive>();

            PulseDraw.DrawPulseEffect(PulseDraw.BloomConstant, 6, 6, delegate(Vector2 posOffset, float bloomOpacity)
            {
                primList.Add(new SquarePrimitive
                {
                    Color          = additiveColor * _opacity * bloomOpacity * 0.25f,
                    Height         = Scale,
                    Length         = Scale * (1 - _zRotation),
                    Position       = Position - Main.screenPosition + posOffset,
                    Rotation       = _angle,
                    ColorXCoordMod = 1 - _zRotation
                });
            });

            primList.Add(new SquarePrimitive
            {
                Color          = additiveColor * _opacity,
                Height         = Scale,
                Length         = Scale * (1 - _zRotation),
                Position       = Position - Main.screenPosition,
                Rotation       = _angle,
                ColorXCoordMod = 1 - _zRotation
            });

            PrimitiveRenderer.DrawPrimitiveShapeBatched(primList.ToArray(), effect);
        }
コード例 #5
0
        public override bool PreDraw(SpriteBatch spriteBatch, Color lightColor)
        {
            spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, RasterizerState.CullNone, null, Main.GameViewMatrix.ZoomMatrix);

            float  opacity = (float)Math.Pow(Math.Sin(Timer * MathHelper.Pi / swingTime), 1.5f) * 0.75f;
            Effect effect  = mod.GetEffect("Effects/GSaber");

            effect.Parameters["baseTexture"].SetValue(mod.GetTexture("Textures/GeometricTexture_2"));
            effect.Parameters["baseColor"].SetValue(new Color(25, 132, 247).ToVector4());
            effect.Parameters["overlayTexture"].SetValue(mod.GetTexture("Textures/GeometricTexture_1"));
            effect.Parameters["overlayColor"].SetValue(new Color(99, 255, 229).ToVector4());

            effect.Parameters["xMod"].SetValue(1.5f);
            effect.Parameters["yMod"].SetValue(2.5f);

            float slashProgress = EaseFunction.EaseCircularInOut.Ease(Timer / swingTime);

            effect.Parameters["timer"].SetValue(-Main.GlobalTime * 6);
            effect.Parameters["progress"].SetValue(slashProgress);

            Vector2 pos = Owner.MountedCenter - Main.screenPosition;
            List <PrimitiveSlashArc> slashArcs = new List <PrimitiveSlashArc>();

            DrawAberration.DrawChromaticAberration(Vector2.UnitX, 2, delegate(Vector2 offset, Color colorMod)
            {
                PrimitiveSlashArc slash = new PrimitiveSlashArc
                {
                    BasePosition  = pos,
                    StartDistance = offset.X + projectile.Size.Length() * 0.33f,
                    EndDistance   = offset.X + projectile.Size.Length(),
                    AngleRange    = new Vector2(SwingRadians / 2 * SwingDirection, -SwingRadians / 2 * SwingDirection),
                    DirectionUnit = initialVelocity,
                    Color         = colorMod * opacity,
                    SlashProgress = slashProgress
                };
                slashArcs.Add(slash);
            });
            PrimitiveRenderer.DrawPrimitiveShapeBatched(slashArcs.ToArray(), effect);


            spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, RasterizerState.CullNone, null, Main.GameViewMatrix.ZoomMatrix);
            return(base.PreDraw(spriteBatch, lightColor));
        }
コード例 #6
0
ファイル: FlameTrail.cs プロジェクト: PhoenixBladez/SpiritMod
        public override void Draw(Effect effect, BasicEffect effect2, GraphicsDevice device)
        {
            if (Dead || _points.Count <= 1)
            {
                return;
            }

            //set the parameters for the shader
            Effect flametrailEffect = SpiritMod.Instance.GetEffect("Effects/FlameTrail");

            flametrailEffect.Parameters["uTexture"].SetValue(SpiritMod.Instance.GetTexture("Textures/Trails/Trail_3"));
            flametrailEffect.Parameters["uTexture2"].SetValue(SpiritMod.Instance.GetTexture("Textures/Trails/Trail_4"));
            flametrailEffect.Parameters["Progress"].SetValue(Main.GlobalTime * -1f);
            flametrailEffect.Parameters["xMod"].SetValue(1.5f);
            flametrailEffect.Parameters["StartColor"].SetValue(_startColor.ToVector4());
            flametrailEffect.Parameters["MidColor"].SetValue(_midColor.ToVector4());
            flametrailEffect.Parameters["EndColor"].SetValue(_endColor.ToVector4());


            float getWidthMod(float progress = 0) => ((float)Math.Sin((Main.GlobalTime - progress) * MathHelper.TwoPi * 1.5f) * 0.33f + 1.33f) / (float)Math.Pow(1 - progress, 0.1f);

            IPrimitiveShape[] shapesToDraw = new IPrimitiveShape[]
            {
                new CirclePrimitive
                {
                    Color      = Color.White * _deathProgress,
                    Radius     = _width * _deathProgress * getWidthMod(),
                    Position   = _points[0] - Main.screenPosition,
                    MaxRadians = MathHelper.TwoPi
                },
                new PrimitiveStrip
                {
                    Color         = Color.White * _deathProgress,
                    Width         = _width * _deathProgress,
                    PositionArray = _points.ToArray(),
                    TaperingType  = StripTaperType.TaperEnd,
                    WidthDelegate = delegate(float progress) { return(getWidthMod(progress)); }
                }
            };

            PrimitiveRenderer.DrawPrimitiveShapeBatched(shapesToDraw, flametrailEffect);
        }
コード例 #7
0
        public void AdditiveCall(SpriteBatch sB)
        {
            float  blurLength      = 180 * projectile.scale;
            float  blurWidth       = 8 * projectile.scale;
            float  flickerStrength = (((float)Math.Sin(Main.GlobalTime * 12) % 1) * 0.1f) + 1f;
            Effect blurEffect      = mod.GetEffect("Effects/BlurLine");

            IPrimitiveShape[] blurLines = new IPrimitiveShape[]
            {
                //Horizontal
                new SquarePrimitive()
                {
                    Position = projectile.Center - Main.screenPosition,
                    Height   = blurWidth * flickerStrength,
                    Length   = blurLength * flickerStrength,
                    Rotation = 0,
                    Color    = Color.White * flickerStrength * projectile.Opacity
                },

                //Vertical, lower length
                new SquarePrimitive()
                {
                    Position = projectile.Center - Main.screenPosition,
                    Height   = blurWidth * flickerStrength,
                    Length   = blurLength * flickerStrength * 0.75f,
                    Rotation = MathHelper.PiOver2,
                    Color    = Color.White * flickerStrength * projectile.Opacity
                },
            };

            PrimitiveRenderer.DrawPrimitiveShapeBatched(blurLines, blurEffect);

            Texture2D bloom = mod.GetTexture("Effects/Masks/CircleGradient");

            sB.Draw(bloom, projectile.Center - Main.screenPosition, null, Color.White * projectile.Opacity, 0, bloom.Size() / 2, 0.25f * projectile.scale, SpriteEffects.None, 0);
        }